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Kage: Final Tuned

Discussion in 'Kage' started by Myke, Aug 13, 2004.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
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    Myke623
    Maniac Combos from the Jumonji Middle Kick Reversal (from the Orange Book)

    JM [P]+[K]+[G] ~ [6][6][G] (dash in and cancel stance) ~ [6][2][3][P]+[K][P][K][K]

    JM [P]+[K]+[G] ~ [8] or [2] (to opponent's back) ~ [G] (cancel stance) ~ [4][1][2][3][6][P] ~ [6][2][3][P]+[K][P][K][K]

    JM [P]+[K]+[G] ~ [8] or [2] (to opponent's back) ~ small back dash ~ [2_][6][K] ~ [7][K]+[G]
    This last maniac combo is the best damage at 108 pts. The reason you need to do a small back dash is so that the last hitting frames of the Knee connect making the followup possible.

    These maniac combos in the Orange Book (as well as the entire Kage strategy section) are from Yourou Kage. He's always finding these maniac combos!
     
  2. Ogi

    Ogi Well-Known Member

    wow,those new mid kick reversal combo sounds cool!
    the third one sounds sick!! 108dmg!!!
    there is a old one hope works on ft too,
    [P]+[K]+[G],[G]cancel jmj stance,[9][K]+[G],[2][P],[4][P][K] (open stance)
    not open stance just do dragon punch or [6][P]+[K],[P]+[K]


    ps: thx myke to translate all this!
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Hi Ogi, the JM [P]+[K]+[G] ~ [9][K]+[G] (open stance) combo still works in FT, and does 1 pt more than the other two standard followups which are:

    JM [6][6] ~ [K]+[G] (hold) ~ [K]+[G][P][P], or
    JM [6][6] ~ [K]+[G] ~ JM [P][K] (hold) ~ [6][2][3][P]+[K]
     
  4. noodalls

    noodalls Well-Known Member Bronze Supporter

    Source - Jan 2005 Arcadia
    Text - Yorou Kage
    Translation - Noodalls

    Kage
    This time, we'll take a look at Kage's offence and defence when next to a wall. Rembmer the strings and specific combos that you can do when you have your opponent pressured against the wall, and go for the guaranteed damage.

    Wall stun properties and hit confirmation
    It's not something that's limited to Kage, offence and defence when pressed against a wall is something that is universally important to all characters. Try to go for big damage whenver you can.

    Firstly, when wall stun doesn't occur (attacks doing damage less that 20 that knock the opponent into the wall) there isn't really any guaranteed damage, so it's a chance to apply ni-taku. One of the strong options at this time is the catch throw. You can grab slow executing high and mid attacks, and it's also useful against ETEG. [2][K] on normal hit etc. is something you should really be going for. Throws are also effective, but you must be careful as you can't throw them immediately after a wall hit. So, delay a little before throwing. Against opponents who are expecting a throw, use attacks. [4][6][K]B2 and [6][P]+[K][P] lead into combos. Against opponents who try to abare through with a [2][P], [9][K]+[G] is effective.

    When you hit the opponent into the wall with an attack doing >21dmg, you get a wall stun. In this instance, you can get guaranteed combos. When in close [4][6][K]B2 and [6][P]+[K][P] are recommnded. At middle distance [K]+[G][P][P] gives big damage.
    The most important thing is to hit confirm when the opponent hits the wall. If you get a wall stun and throw out a catch throw, then you've just wasted your opportunity, so be aware.

    Typical combos using wall staggers
    After getting a wall stagger with [4][4][K]+[G], float the opponent with BT[P]+[K] If you connect with [4][P][K] to [3][K]+[G] against the opponent hitting the wall, the total damage comes to 86, a very strong combo.

    Able to cause wall stun on minor counter or greater, [3][P]+[K] has a lot of knock back, so even if you're reasonably far away from the wall you can still go for a wall hit. When you get a wall stagger with this move from middle distance, [4][P][K] to [3][K]+[G] connects. You can change the [3][K]+[G] for a number of other techniques.

    Captions
    - [2][K] wall hit properties change depending on whether it hits as normal or counter hit, so be careful. -- If you can confirm a counter hit, you can go for a combo, so move as quickly as you can to inflict damage.
    - [3][P]+[K] on counter hit! When you're at the distance shown in the right photograph, go for [4][P][K].
    - After the hit, if the opponent goes for ukemi, be careful not to input the [3][K]+[G].
     
  5. noodalls

    noodalls Well-Known Member Bronze Supporter

    Source - Arcadia Feb 2005
    Text - Yoroukage
    Translation - Noodalls

    This time, we'll look at mid range distance, using active hit frames for Okizeme and pay attention to fine elements.

    Making the opponent guard at full distance or during active hit frames to attack.
    At mid distance, as opposed to close distance, often attack's tips and active hit frames will be guarded by you or your opponent. You should know how this changes the properites of the move. A typical move for Kage is [2][K]+[G]. If you make the opponent guard this at maximum range, even if they throw as quickly as possible it won't connect. It knocks down on normal hit, so be careful to adjust the distance when using this move.
    Normally, when you use the [2_][6][K] in an attempt to stuff the opponents wakeup attack, if blocked it is elbow coutnerable. However, if you use the latter half of its 7 active hit frames, it makes it difficult to counter it with an attack. So when attacking okizeme, execute a little early so that it's the later frames of the attack that connect. Then, if you hit you can go for combos that don't normally connect.
    [9][K]+[G] gives advantage when its hit frames are blocked. The important thing to do is to execute it early when you are going for okizeme or ukemi chasing. Once you have your advantage, go for a [2][P], elbow or occasionally a throw.

    Details on Ver B. (to come later)

    Captions
    - At about this range, there are no guaranteed counters. Careful look at the distances.
    - Then, if the opponent whiffs a throw, you can go for a guaranteed attack or throw yourself.
    - Execute it ([2_][6][K]) a little early, and look to hit at the highest point.

    Tidbit - Examples were given today, but it should be remembered that after these moves you are still at a disadvantage. Don't forget your defensive options.


    Quickly - can anyone provide a better translation for ÂÂæ’[? My understanding was that it's connecting a move at the maximum range. .
     
  6. Dandy_J

    Dandy_J Well-Known Member

    Wow! Thanks noodalls (and Yourou)!
     
  7. alucard

    alucard Well-Known Member

    [ QUOTE ]
    [9][K]+[G] gives advantage when its hit frames are blocked.

    [/ QUOTE ]

    I think he meant to say [9][K]+[G] gives advantage if your opponent blocks the latter active frames (4), instead of its first active frame.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]

    I think he meant to say [9][K]+[G] gives advantage if your opponent blocks the latter active frames (4), instead of its first active frame.

    [/ QUOTE ]

    Does this hold true for every move? That is, if it has more than one hit frame and if you can make the opponent guard on the 2nd or later hit frame, then you will recover 1 frame or more faster?

    If the 'guard stun' generated is constant no matter what hit frame connects, then I think this must be true.

    --

    noodalls: your translation of hitting at maximum range is correct.
     
  9. Siyko

    Siyko Well-Known Member

    I figure it's true, it seems to apply to some moves, I remember a conversation about Jeffery's 6k+g guranteeing 66p+k when it hit for a late MC, plus theres things like Brad's 46p+g -> 46k which is uncounterable I think.

    Pretty much Meaty attacks, except much smaller margain of hit frames.
     
  10. ice-9

    ice-9 Well-Known Member

    One possibility is that the [9][K]+[G] is being applied to face down, head toward QR situations? I think attacks have faster recovery when blocked in those situations.
     
  11. alucard

    alucard Well-Known Member

    It holds true for every move, but most moves only have 1-2 active frames so its kinda hard to do it.

    Lau's [6][6][P][K] is another good example. The 2nd hit has 5 active frames, thats why you often see good Japanese players execute this move very early after an opponent ukemi.

    Kage's [2_][6][K] works the same way, as Yoro had pointed out.
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    The Brad example of the [4][6][K] not being throw counterable when done against in-place recovery immediately came to my mind, but that got me thinking:

    Is it a property of the guard during in-place recovery?

    or

    Is it the fact that since they're forced to guard at a particular point, you can time your attack such that only the latter hit-frames make contact?
     
  13. ice-9

    ice-9 Well-Known Member

    Damn, didn't know that. Thanks for the info Andrew.
     
  14. Dandy_J

    Dandy_J Well-Known Member

    I think it would be more logical to assume that you recover at less disadvantage simply because you're connecting at a later hit frame.

    Also, in-place recovery is one of the few times where you can apply this tactic effectively. If they get up from the ground, you have to worry about rising attack. When they techroll, sometimes it's hard to get slower moves to track since they can choose to not hold [G], and most fast moves don't have a lot of hit frames.

    Here's a couple Kage tricks using this.

    First, a staple Kage setup is:

    JM [[K]+[G]], [K]+[G][P][P], [9]+[K]+[G]

    Which will result in Kage at +1 instead of +/-0 on block if they block [9]+[K]+[G], and of course they can't evade it due to in-place rising properties.

    Here is a better setup:

    JM [[K]+[G]], [6][6], [4]+[P][K], [9]+[K]+[G]

    This setup will leave you at +3, and does similar damage to the traditional setup. The [6][6] is there because sometimes, [4]+[P][K] whiffs due to range, so just do a small dash before it.

    Another bit of info:

    Kage's [4]+[K] has 8 hit frames in Evo, (in FT it only has 4 so abuse it while it's good). If someone does a successful evade against [4]+[K], they can still get MCed by it if they attack immediately after their evade. If you hit a late MC like this with [4]+[K], BT [P][P][4]+[P] is guarunteed.
     
  15. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Combos for the A2 Chop ([2_][3][P])
    source: orange book
    translated by: atsushi


    21. [4][P] ~ [6_][P] ~ [2][P]+[K][K]

    22. [4][4][P] ~ [P][K][G] ~ [7][K]+[G]

    23. [6_][P] ~ [6][K]+[G]

    24. [6_][P] ~ [K]+[G][P][P]

    25. [6_][P] ~ [4][P][K]

    26. [6_][P] ~ [6_][P] ~ [6][2][3][P]+[K]

    27. [6_][P] ~ [6][2][3][P]+[K] or [2][P]+[K][K]

    28. [4][P][K]

    Due to the properties of the A2 Chop, it is hard to tell which is combo is guaranteed. It depends on your opponent's character and the distance too.

    Combo 21 works on Shun and Brad in open stance, only on light or medium counter hits. On heavy counter hits, the [P] misses Shun and Brad can instant recover at [4][P].

    Combo 24, you should waste a frame before the [K]+[G][P][P].

    Combo 22 connects against light and mid weight characters, except for Jacky, in open stance on any counter hit. However, it is possible to instant recover at [4][4][P], so you're required to hit-check before continuing. Also, you can use [2][K]+[G] instead of [7][K]+[G] as it's more stable.

    Goh, Brad, Kage and Akira pop up high at [P] after the chop in recovery counter. Use Combo 26 against Akira in closed stance, and Combo 23 against the others. In open stance Combo 25 works.

    The basic combo is 27. Check how [P] hits before continuing the combo, and [2][P]+[K][K] only hits in closed stance.
     
  16. realmofjohn

    realmofjohn Member

    Where can I watch a clip of the new tomoe nage throw?
     
  17. Dandy_J

    Dandy_J Well-Known Member

    If you're talking about his new [4]+[P]+[G], play any Street Fighter 2 game. Pick Ryu, and throw with f or b+roundhouse. There you go.

    It also looks exactly like Aoi's old [4]+[P]+[G] from VF4 ver C. They may have even recycled the animation.
     
  18. noodalls

    noodalls Well-Known Member Bronze Supporter

    Kage Combo Maniacs
    Orange Mook
    Text - Yorou Kage
    Translation - Noodalls

    [6][3][2][1][4][P]+[G]
    1. [3][3][6][K] [4][P][K] [6][2][3][P]+[K]
    2. [3][3][6][K] [4][P][K] [2][P]+[K][P]
    3. [3][3][6][K] [4][P][K] [2][K]+[G]
    4. [3][3][6][K] [4][P][K] [3][K]
    5. [3][3][6][K] [4][P] [6][2][3][P]+[K][K]
    6. [3][3][6][K] [1][P][K][G] [P] [6][K]+[G] down[3][K]
    7. [3][3][6][K] [6_][P] [P] [6][K]+[G] down[3][K]
    8. [3][3][6][K] [6_][P] [6][K]+[G] down[3][K]
    9. [2][P]+[K] [3][3][6][K][1][P][K][G] [7][K]+[G]
    10. [2][P]+[K] [3][3][6][K] [6_][P] [6][K]+[G] down[3][K]

    Firstly, about the TFT combos. 1 is only for Lau and 2 is only for Sarah. Use 3 for Kage, Lion, Lei, Vanessa and Brad, and 4 or 6 for Akira. 5 is the MAX combo for Jacky, Shun and Goh. Use 7 on Wolf, but input the second [P] as neutral [P] or it won't connect. Against Jeffrey, swap to the similar combo 8. Other than combo 7, you can swap the down[3][K] for [4][6][K] if you want to go for okizeme. For lightweights, for whom the [3][3][6][K] won't connect with quicket execution you can use 9 or 10.

    Jumonji [P]+[K]
    11. [2][P] [K]+[G][P][P]
    12. [2][P] [6][2][3][P]+[K]
    13. [7][K]+[G]
    14. [3][K]+[G]

    About the Jumonji [P]+[K] combos, the first thing you want to remember is that after it hits, you can refloat Sarah, Kage, Wolf, Jeffrey, Lion, Vanessa and Brad by doing a one frame delayed [2][P]. For other characters, less than heavy weight combo 11 and heavy weights 12 will work. In open stance, Akira and Jacky can get 12, otherwise for the remaining characters go for 11. Under other conditions, go for 13 or 14.

    [3][P]
    15. [6_][P] [K]+[G][P][P]
    16. [6_][P] [6][K]+[G] down[3][K]
    17. [6_][P] [1][P][K][G] [7][K]+[G]
    18. [6_][P] [2][P]+[K] [6][2][3][P]+[K]
    19. [P] [7][K]+[G]
    20. [K]+[G][P][P]

    After [3][P], connect [P] in a high position. 15 is a combo just for Aoi, in either stance. In open stance, basically split up combos 17-19, depending on your opponent you might have to swap [1][P][K][G] for [P]. 16 works up until Lau only in closed stance. There is a chance of them taking ukemi, so be careful. The simplest is combo 18. In either stance, it will work up to Lau on normal hit or Akira on counter hit. 20 works on heavy weights and Jacky on normal hit, and connects if you buffer it.

    [2_][3][P] B1
    29. [1][P][K][G] [7][K]+[G]
    30. [6_][P] [2][P] [7][K]+[G]
    31. [P][K][G] [K]+[G][P][P]
    32. [2][P] [K]+[G][P][P]
    33. [2][P] [6][2][3][P]+[K]
    34. [2][P]+[K][K]

    For [2_][3][P] B1, combo 29 for Vanessa and 31 for Brad work in open stance. 33 works on all but heavyweights, after scooping them with the [2][P]. 34 works for all characters.

    [4][4][K]
    35. BT [P][K]cancel [1][P][K][G] [7][K]+[G]
    36. BT [P][K]cancel [2][P]+[K] [6][2][3][P]+[K]
    37. BT [P][K]cancel [6][K]+[G]
    38. BT [P][K]cancel [2][P]+[K][K]
    39. BT [2][K]

    For the [4][4][K] combos, you want to confirm that the BT[P][K]cancel hits and then decide your combo depending on the float height. 35 and 37 are only for closed stance. If you remove the [1][P][K][G] it's easier to connect. 36 and 38 will connect from either stance. For low floats or a normal hit on heavywegihts, go for combo 39.

    [9][K]+[G]
    40. [2][P] [6][2][3][P]+[K]
    41. [2][P] [4][P][K]
    42. [6][K]+[G]

    For [9][K]+[G], use 40 in closed stance and 41 for open stance, except on heavy weights. Definitely confirm your foot stance. Also, against Jeffrey when in closed stance only, remember that combo 42 will connect.

    /versus/images/graemlins/laugh.gif
    Again, some strange errors, but none of them really got in the way. One thing, where I wrote BT[P][K]cancel, I assume that's with [G], but they did write it a different way to all the other cancels, so I thohgt I'd leave it in (sic) just in case there's something I didn't know aobut that Kage players do.
     
  19. Dandy_J

    Dandy_J Well-Known Member

    Awesome stuff Noodalls, you are a god among men.
     

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